Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: instantIs: a nature giftDescription: Activate the infusion to increase movement speed by 1072% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 6 turns.
Note: since you will be moving very fast, game turns will pass very slowly.
Its effects scale with your Cunning stat.

Infusion: Movement

Infusions

Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 18Travel Speed: instantaneousUsage Speed: instantIs: a nature giftDescription: Activate the infusion to increase movement speed by 1021% for 1 game turn.
Any actions other than movement will cancel the effect.
Also prevent stuns, dazes and pinning effects for 7 turns.
Note: since you will be moving very fast, game turns will pass very slowly.

Effective talent level: 1.3Use mode: ActivatedStamina cost: 11.2Range: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: instantDescription: You have learned to focus your blows to hit your target, granting +100 accuracy and allowing you to attack creatures you can not see without penalty for the next 2 turns.

Effective talent level: 6.5Use mode: PassiveDescription: Delight in spilling the blood of your foes. After scoring a critical hit your maximum hit points will be increased by 13%, your life regeneration by 6.50 per turn, and your stamina regeneration by 1.30 per turn.
The life and stamina regeneration will stack up to five times for a maximum of 32.50 and 6.50 each turn, respectively.

Bloodbath

5/5

Effective talent level: 6.5Use mode: PassiveDescription: Your mighty blows inspire utter terror on your foes. Any melee strike you do that deals more than 25% of the target's total life puts them in a mortal terror, dazing them for 5 turns.
Your critical strike chance also increase by 14%.
Daze chance increase with your Strength stat.

Mortal Terror

5/5

Effective talent level: 6.5Use mode: PassiveDescription: Each time one of your foes bites the dust you feel a surge of power, increasing your strength by 2 up to a maximum of 39 for 11 turns.

Bloodrage

5/5

Effective talent level: 6.5Use mode: ActivatedStamina cost: 134.4Range: melee/personalCooldown: 45Travel Speed: instantaneousUsage Speed: 1 turnDescription: You enter a battle frenzy for 7 turns. During the time you can not use items, healing has no effect and your health can not drop below 1.
At the end of the frenzy you regain 22% of your health per foes slain during the frenzy.

Effective talent level: 3.9Use mode: PassiveDescription: You revel in the death of your foes, regaining 16 stamina with each death.

Unending Frenzy

3/5

Cunning / Dirty fighting

1.00

Effective talent level: 4.0Use mode: ActivatedStamina cost: 11.2Range: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: 1 turnDescription: You hit your target doing 65% damage, trying to stun it instead of damaging it. If your attack hits, the target is stunned for 7 turns.
Stun chance increase with your accuracy.
If you fail to stun the target (or if it shrugs the effect) you quickly get back on your feet, not using your current turn.

Dirty Fighting

4/5

Effective talent level: 5.0Use mode: PassiveDescription: Your quick wit gives you a big advantage against stunned targets; all your hits will have a 50% greater chance of being critical.
Also your melee critical strikes have 15% chance to stun the target for 3 turns.

Backstab

5/5

Effective talent level: 3.0Use mode: ActivatedStamina cost: 16.8Range: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: 1 turnDescription: Using a series of tricks and maneuvers, you switch places with your target.
Switching places will confuse your foes, granting you evasion(50%) for 4 turns.
While switching places your weapon(s) will connect with the target, not damaging it but on hit effects can trigger.

Effective talent level: 1.0Use mode: PassiveDescription: Dwarf skin is a complex structure, it can automatically react to physical blows to harden itself.
15% chance when hit in melee to increase armour total by 6 for 5 turns.

Stoneskin

1/5

Effective talent level: 5.0Use mode: PassiveDescription: Money is the heart of the dwarven Empire, it rules over all other considerations.
Increases physical, mental and spell saves based on the amount of gold you possess.
+1 save every 65 gold, up to +35.

Power is Money

5/5

Effective talent level: 5.0Use mode: ActivatedRange: melee/personalCooldown: 25Travel Speed: instantaneousUsage Speed: 1 turnDescription: While the origins of the dwarves remain clouded in mysteries to the other races it is obvious they share strong ties to the stone.
You can target any wall and immediately enter it and appear on the other side of the obstacle.
Works up to 9 grids away (increases with Constitution and talent level).

Effective talent level: 6.5Use mode: PassiveDescription: Increases Physical Power by 65 and increases weapon damage by 57% when using swords, axes or maces.

Weapons Mastery

5/5

Effective talent level: 0.0Use mode: PassiveDescription: Increases Physical Power by 0 and increases weapon damage by 0% when using daggers.

Dagger Mastery

0/5

Technique / Conditioning

1.30

Effective talent level: 6.5Use mode: PassiveDescription: You recover faster from poisons, diseases and wounds; reducing the duration of all such affects by 65%. Additionally you gain 14.07 life regen and 33% healing modifier for 9 turns when your life drops below 50%.
The healing modifier and life regen will scale with your Constitution stat.

Vitality

5/5

Effective talent level: 1.3Use mode: SustainedSustain stamina cost: 20Range: melee/personalCooldown: 8Travel Speed: instantaneousUsage Speed: 1 turnDescription: Enemies are intimidated by how composed you remain under fire. When you take more then 5% of your maximum life in a single hit all enemies in a radius of 1 will be intimidated, reducing their physical power, mind power, and spellpower by 11 for 4 turns.
If your health drops below 734 you'll be unable to maintain your daunting presence and the sustain will deactivate. The power of the intimidation effect will scale with your Constitution stat.

Daunting Presence

1/5

Effective talent level: 3.9Use mode: PassiveDescription: You've learned to recover quickly from effects that would disable you. Each turn you have a 42% chance to recover from a single stun effect.
At talent level 2 you may also recover from blindness, at level 3 confusion, level 4 pins, and level 5 slows.
Only one effect may be recovered from each turn and the chance to recover from an effect scales with your Constitution stat.

Unflinching Resolve

3/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 24Travel Speed: instantaneousUsage Speed: instantDescription: You release a surge of adrenaline that increases your physical power by 2 for 2 turns. While the effect is active you may continue to fight beyond the point of exhaustion.
Your stamina based sustains will not be disabled if your stamina reaches zero and you may continue to use stamina based talents while at zero stamina at the cost of life.
The attack power increase will scale with your Constitution stat.
Using this talent does not take a turn.

Adrenaline Surge

0/5

Cunning / Survival

1.00

Effective talent level: 0.0Use mode: PassiveDescription: You notice the small things others do not notice, allowing you to "see" creatures in a 4 radius even outside of light radius.
This is not telepathy though, and is still limited to line of sight.
Also, your attention to detail allows you to detect traps around you (0 detection 'power').
At level 3 you learn to disarm known traps (0 disarm 'power').

Effective talent level: 0.0Use mode: PassiveDescription: You look at your surroundings with more intensity than most people, allowing you to see stealthed or invisible creatures.
Increases stealth detection by 5 and invisibility detection by 5.
The detection power increases with Cunning.

Piercing Sight

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 30Travel Speed: instantaneousUsage Speed: 1 turnDescription: Your quick wit allows you to see attacks before they come, granting you a 26% chance to completely evade them for 7 turns.
Duration increases with Willpower, and chance to evade with Cunning and Dexterity.

Evasion

0/5

Cursed / Cursed aura

1.00

Effective talent level: 5.0Use mode: ActivatedRange: melee/personalCooldown: 0Travel Speed: instantaneousUsage Speed: instantIs: a mind powerDescription: Your defiling touch permeates everything around you, imparting a random curse on each item you find. When you equip a cursed item, you gain the effects of that curse. Multiple items with the same curse increase the power of those effects up to a maximum level of 5. Initially curses are harmful, but powerful benefits can be unlocked with multiple items and the Dark Gifts.
At level 1 you gain the ability to curse weapons.
At level 2 you gain the ability to curse body armor and cloaks.
At level 3 you gain the ability to curse shields and helmets.
At level 4 you gain the ability to curse gloves, boots and belts.
At level 5 you can activate this talent to surround yourself with an aura that adds 2 levels to a curse of your choosing. (Currently Curse of Nightmares)

Defiling Touch

5/5

Effective talent level: 5.0Use mode: PassiveDescription: Your curses will also bring dark gifts. Unlocks bonus level 4 effects on all of your curses allowing you to gain that effect when the power level of your curse reaches that level. At talent level 5 the luck penalty of cursed effects is reduced to 1.

Dark Gifts

5/5

Effective talent level: 1.0Use mode: ActivatedRange: 3.00Cooldown: 30Travel Speed: instantaneousUsage Speed: 1 turnIs: a mind powerDescription: Curse the earth around you in a radius of 3 for 4 turns. Any who stand upon it are weakened, reducing the damage they inflict by 22%

Ruined Earth

1/5

Effective talent level: 0.0Use mode: ActivatedRange: 5.00Cooldown: 40Travel Speed: instantaneousUsage Speed: 1 turnIs: a mind powerDescription: Instill a part of your living curse into a weapon in your inventory and toss it nearby. This nearly impervious sentry will attack all nearby enemies for 6 turns. When the curse ends the weapon will crumble to dust. Attack Speed: 250%

Cursed Sentry

0/5

Prodigies

Effective talent level: 1.0Use mode: PassiveDescription: All physical criticals reduce the remaining cooldown of a random technique or cunning talent by 2.
All spell criticals reduce the remaining cooldown of a random spell talent by 1.
All mind criticals reduce the remaining cooldown of a random wild gift/psionic/afflicted talent by 2.
This can only happen once per turn and can not affect the talent that procs it.

Eye of the Tiger

1/1

Effective talent level: 1.0Use mode: ActivatedRange: 5.00Cooldown: 25Travel Speed: instantaneousUsage Speed: 1 turnDescription: For 6 turns you gain the mass and power of a star, drawing all creatures in a radius 5 toward you and dealing 83.33 fire, 83.33 light and 104.17 physical damage to all foes.
Foes closer to you take up to 200% more damage.
Damage will increase with Strength.

Irresistible Sun

1/1

Effects

talent

Berserker

beneficial effect

Horrible visions fill you mind. Level 3, Cursed AuraPenalty: Plagued by Visions: Your mental save has a 20% chance to be reduced by 17% when tested,Level 1: Removed from Reality: +4 Physical Resistance, +4 Maximum Physical ResistanceLevel 2: -1 Luck, +5 WillpowerLevel 3: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they loose 10 air and an additional 3 air for each level below that.Level 4: Nightmare: Each time you are damaged by a foe there is 0% chance of triggering a radius 5 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck.

Curse of Nightmares 3

beneficial effect

Mayhem and destruction seem to follow you. Level 2Penalty: Lost Fortune: You seem to find less gold in your journeys.Level 1: Missed Opportunities: +4 Defense, +2 Ranged DefenseLevel 2: -1 Luck, +3 CunningLevel 3: Devious Mind: You have an affinity for seeing the devious plans of others (+20% chance to avoid traps).Level 4: Unfortunate End: There is a 30% chance that the damage you deal will increase by 40% if it is enough to kill your opponent.

Curse of Misfortune 2

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope.
You searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant.
You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there.
You have laid Celia to rest, putting an end to her gruesome experiments.

And now for a grave

done

After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline.

Back and Back and Back to the Future

done

You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back.
You talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city.
You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor.
You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days.
Tannen revealed himself as the vile scum he really is and trapped you in his tower.

Back and there again

done

You have killed Ungolë in Ardhungol and saved the Sun Paladin.

Eight legs of wonder

done

You successfully escorted the lost anorithil to the recall portal on level 3 of Dreadfell.
As a reward you improved Cunning by +2.

Escort: lost anorithil (level 3 of Dreadfell)

done

You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara.
As a reward you improved talent Chant of Fortitude (+1 level(s)).

Escort: lost sun paladin (level 1 of Daikara)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor.
As a reward you improved Strength by +2.

Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor)

done

You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell.
As a reward you improved Strength by +2.

Escort: lost sun paladin (level 4 of Dreadfell)

done

You failed to protect the lost sun paladin from death by wretchling.

Escort: lost sun paladin (level 8 of Dreadfell)

failed

You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell.
As a reward you improved talent Unflinching Resolve (+1 level(s)).

Escort: lost warrior (level 1 of Dreadfell)

done

You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire.
As a reward you improved talent Unflinching Resolve (+1 level(s)).

Escort: lost warrior (level 3 of Trollmire)

done

You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell.
As a reward you improved talent Unflinching Resolve (+1 level(s)).

Escort: lost warrior (level 6 of Dreadfell)

done

You failed to protect the worried loremaster from death by skeleton warrior.

Escort: worried loremaster (level 2 of Dreadfell)

failed

You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak.
Seek the Sorcerers and stop them before they bend the world to their will.
To enter, you will need the four orbs of command to remove the shield over the peak.
The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride.

Falling Toward Apotheosis

done

Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.
Maybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow.
It has been long sealed away but still, from time to time adventurers go there looking for wealth.
None that you know of has come back yet, but you did survive Reknor. You are great.

From bellow, it devours

done

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

Orcs were spotted with the staff you seek in an arid waste in the southern desert.
You should go investigate what is happening there.

Important news

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Wrathroot.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the Dragon.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

done

You found an ancient tome about gems.
You should bring it to the jeweler in the Gates of Morning.
Limmir told you to look for the Valley of the Moon in the southern mountains.

Lost Knowledge

done

You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor.
When you arrived there you found nothing but orcs, well organized and very powerful.
Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news.
Let nothing stop you.

Reknor is lost!

done

You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.
With one of the notes there was a small gem that looks like a key.* You used the key inside the ruins of Nur and found a way into the fortress of old.* The Weirdling Beast is dead, freeing the way into the fortress itself.* You have activated what seems to be a ... butler? with your rod of recall.* You have bound the transmogrification chest to the Fortress pwoer system.* You have upgraded your rod of recall to transport you to the fortress.* You have entered the exploratory farportal room and defeated the horror lurking there, you can now use the farportal.

The fortress's current energy level is: 429.

Sher'Tul Fortress

active

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.
* You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.
* You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there.

Storming the city

done

You arrived through the farportal in a cave, probably in the Far East.
Upon arrival you met an Elf and an orc fighting.
You decided to side with the Elven lady.
Fillarel told you to go to the south east and meet with High Sun Paladin Aeryn.

Strange new world

done

You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit.You have aided Stire of Derth in creating an elixir of the fox.You have aided Stire of Derth in creating an elixir of precision.Marus of Elvala has completed an elixir of the savior without your aid.Agrimley the hermit has completed an elixir of explosive force without your aid.Agrimley the hermit has completed an elixir of serendipity without your aid.Agrimley the hermit has completed an elixir of focus without your aid.You have aided Ungrol of Last Hope in creating an elixir of brawn.You have aided Ungrol of Last Hope in creating an elixir of foundations.

The Brotherhood of Alchemists

done

You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic.
This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice; do not let the orcs finish their work!

You arrived in time and interrupted the ritual. The sorcerers have departed.
Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost.

The Doom of the World!

completed

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You have found an orb of command that seems to be used to open the shield protecting the High Peak.
There seems to be a total of four of them. The more you have the weaker the shield will be.

The Orbs of Command

done

Ukllmswwik asked you to take his portal to the temple of Creation and kill Slasul who has turned mad.* You have killed both Ukllmswwik and Slasul, betraying them both.

The Temple of Creation

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
6 lumberjacks have died.

The beast within

done

Investigate the bastions of the Pride.* You have destroyed Rak'shor.* You have destroyed Vor.* You have destroyed Grushnak.* You have destroyed Gorbat.

The many Prides of the Orcs

done

There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues.

The wild wild east

done

Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you.* You have found a Blood-Runed Athame.* You have found the Resonating Diamond.

There and back again

done

You have found a slavers' compound and entered it.

Till the Blood Runs Clear

active

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals.

Inventory

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 13Travel Speed: instantaneousUsage Speed: 1 turnIs: a nature giftDescription: Activate the infusion to heal yourself for 61 life over 5 turns.It can be used to inscribe your skin with the infusion..

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: 1 turnIs: a nature giftDescription: Activate the infusion to heal yourself for 514 life over 5 turns.It can be used to inscribe your skin with the infusion..

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a nature giftDescription: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 27% for 6 turns.
Its effects scale with your Cunning stat.It can be used to inscribe your skin with the infusion..

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 1.0Use mode: ActivatedRange: melee/personalCooldown: 17Travel Speed: instantaneousUsage Speed: 1 turnIs: a nature giftDescription: Activate the infusion to heal yourself for 337 life over 5 turns.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the infusion..

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 14Travel Speed: instantaneousUsage Speed: instantIs: a nature giftDescription: Activate the infusion to cure yourself of mental effects and reduce all damage taken by 20% for 4 turns.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the infusion..

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 12Travel Speed: instantaneousUsage Speed: instantIs: a nature giftDescription: Activate the infusion to cure yourself of mental, magical effects and reduce all damage taken by 20% for 6 turns.It can be used to inscribe your skin with the infusion..

Natural infusions may be grafted onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 15Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Activate the rune to create a protective shield absorbing and reflecting at most 126 damage for 5 turns.
The effect will scale with your magic stat.It can be used to inscribe your skin with the rune..

You can see your own image mirrored in the surface of this silvery rune.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: 4.00Cooldown: 14Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: Inflicts 258.00 temporal damage. If your target survives it will be sent 4 turns into the future.
It will also lower your paradox by 60 (if you have any).
Note that messing with the spacetime continuum may have unforeseen consequences.It can be used to inscribe your skin with the rune..

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Activate the rune to create a protective shield absorbing at most 375 damage for 4 turns.
Its effects scale with your Dexterity stat.It can be used to inscribe your skin with the rune..

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: Activate the rune to teleport randomly in a range of 13.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune..

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 22Travel Speed: instantaneousUsage Speed: instantIs: a spellDescription: Activate the rune to create a protective shield absorbing at most 430 damage for 6 turns.
Its effects scale with your Constitution stat.It can be used to inscribe your skin with the rune..

Magical runes may be inscribed onto your body, granting you an on-demand ability.

When inscribed on your body:Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 10Travel Speed: instantaneousUsage Speed: 1 turnIs: a spellDescription: Activate the rune to teleport randomly in a range of 12.
Its effects scale with your Strength stat.It can be used to inscribe your skin with the rune..

Magical runes may be inscribed onto your body, granting you an on-demand ability.

warrior's phase door rune (range 12)

Sealed Scroll of Last Hope0.10 Encumbrance.

Type: scroll / scroll

It can be used to open the seal and read the message.

Magical scrolls can have wildly different effects! Most of them function better with a high Magic score

When wielded/worn:
Damage when the wearer is hit: 5 % chances to confuse
Changes resistances: -10% mind
Changes resistances penetration: +20% mind
Changes damage: +20% mind
Mental save: +32
Confusion immunity: -100%
Mindpower: +6It can be used to activate talent Inner Demons (costing 40 power out of 40/40) :Effective talent level: 2.0Power cost: 40 out of 40/40.Range: 7.00Travel Speed: instantaneousIs: a mind powerDescription: Brings the target's inner demons to the surface. Each turn for 6 turns there's a 9% chance that the a demon will surface, requiring the target to make a mental save to keep it from manifesting.
If the target is sleeping the chance will be doubled and fear immunity will be ignored. Otherwise if the summoning is resisted the effect will end early.
The summon chance will scale with your mindpower and the demon's life will scale with the target's rank.

A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering into your mind.

When wielded/worn:
Changes resistances: -25% light
Changes resistances cap: -25% light
Change telepathy range by : +10
Grants telepathy: Horror
Blindness immunity: +100%
Confusion immunity: +50%
Infravision radius: +3It can be used to activate talent Arcane Eye (costing 60 power out of 60/60) :Effective talent level: 2.0Power cost: 60 out of 60/60.Range: melee/personalTravel Speed: instantaneousIs: a spellDescription: Summons an ethereal magical eye at the designated location that lasts for 16 turns.
The eye can not be seen or attacked by other creatures and possesses magical vision that allows it to see any creature in a 6 range around it.
It does not require light to do so but it can not see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4 if cast on a creature it will follow it until it expires or until the creature dies.
At level 5 it will place a magical marker on the creatures, negating invisibility and stealth effects.

Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose.

When wielded/worn:
Damage when the wearer hits(melee): 5 mind
Damage when the wearer hits(ranged): 5 mind
Mindpower: +5
See stealth: +10
See invisible: +10Blind-Fight:This item allows the wearer to attack unseen targets without any penalties.

These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows.
If you close your eyes a moment, you can almost imagine what dread sights they see...

This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big.This item has been sent to the Item's Vault.

It is part of a set of items.When wielded/worn:
Armour: +2
Changes stats: +4 Str
Changes resistances: +10% lightning / +10% cold
Knockback immunity: +50%
Maximum life: +60.00Curse of MisfortuneIt can be used to activate talent Throw Boulder (costing 6 power out of 6/6) :Effective talent level: 2.0Power cost: 6 out of 6/6.Range: 10.00Travel Speed: instantaneousIs: a nature giftDescription: Throws a huge boulder at a target, damaging it for 112.00 and knocking it back.
The damage will increase with the Strength stat

Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength.

This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind.This item has been sent to the Item's Vault.

This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword.

His last known words were "Somehow this feels like an ending, yet I know there is so much more to find."

One of the ruby eyes of the legendary giant golem: Atamathon.
It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer.

Atamathon's Lost Ruby Eye

Runed Skull
Powered by arcane forces3.00 Encumbrance.

Type: gem / red ; tier 5

When carried:
Damage when the wearer is hit: 25 fire
Spellpower: +7

Dull red runes are etched all over this blackened skull.

Runed Skull

58 alchemist bloodstone0.00 Encumbrance.

Type: alchemist-gem / red ; tier 5

When used as an alchemist bomb:
Life regen 10% of max life

Gems can be sold for money or used in arcane rituals.

58 alchemist bloodstone

11 bloodstone0.00 Encumbrance.

Type: gem / red ; tier 5

When wielded/worn:
Stun/Freeze immunity: +60%When used to imbue an object:
Stun/Freeze immunity: +60%

It can be used to shoot a cone of fire, costing 50 power out of 75/75.

Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell.

Gwai's Burninator

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Rod of Spydric Poison (3/3)
Infused by nature2.00 Encumbrance.

Type: charm / rod

It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75.

This rod carved out of a giant spider fang continuously drips venom.

Rod of Spydric Poison (3/3)

Transmogrification Chest
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: chest / sher'tul

When carried:It can be used to transmogrify all the items in your chest at once(also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to the Fortress, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

WINNER!

The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.

You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.

The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.

Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.

You may continue playing and enjoy the rest of the world.

Achievements

A dangerous secretFound the mysterious staff and told Last Hope about it.
By Neuq the Dwarf Berserker level 2624th Gold 123rd year of Ascendancy at 16:09see stats

A different point of viewLearn the five chapters of Orc's race history throught loremaster Hadak tales.
By Neuq the Dwarf Berserker level 4412nd Shortage 123rd year of Ascendancy at 18:22see stats

A living one!Have been teleported into Caldizar's Fortress, far into the void between the stars.
By Neuq the Dwarf Berserker level 4826th Steel 124th year of Ascendancy at 05:02see stats

ArachnophobiaDestroyed the spydric menace.
By Neuq the Dwarf Berserker level 333rd Acquisition 123rd year of Ascendancy at 01:10see stats

Back and there againOpened a portal to the Far East from Maj'Eyal.
By Neuq the Dwarf Berserker level 3941st Dearth 123rd year of Ascendancy at 00:21see stats

Brave new worldWent to the Far East and took part in the war.
By Neuq the Dwarf Berserker level 296th Stralite 123rd year of Ascendancy at 16:46see stats

Clone WarDestroyed your own Shade.
By Neuq the Dwarf Berserker level 3024th Voratun 123rd year of Ascendancy at 02:48see stats

Eye of the stormFreed Derth from the onslaught of the mad Tempest, Urkis.
By Neuq the Dwarf Berserker level 1820th Shortage 122nd year of Ascendancy at 12:49see stats

Fear me not!Survive the Fearscape!
By Neuq the Dwarf Berserker level 322nd Acquisition 123rd year of Ascendancy at 10:13see stats

FlooderDefeated Ukllmswwik while doing his own quest.
By Neuq the Dwarf Berserker level 3129th Voratun 123rd year of Ascendancy at 11:34see stats

Gem of the MoonCompleted the Master Jeweler quest with Limmir.
By Neuq the Dwarf Berserker level 4940th Steel 124th year of Ascendancy at 11:03see stats

GenocideKilled the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.
By Neuq the Dwarf Berserker level 2911st Voratun 123rd year of Ascendancy at 17:43see stats

Home sweet homeDispatched the Weirdling Beast and taken possession of Yiilkgur, the Sher'Tul Fortress for your own usage.
By Neuq the Dwarf Berserker level 3538th Profit 123rd year of Ascendancy at 13:56see stats

Level 10Got a character to level 10.
By Neuq the Dwarf Berserker level 107th Profit 122nd year of Ascendancy at 10:39see stats

Level 20Got a character to level 20.
By Neuq the Dwarf Berserker level 203rd Iron 123rd year of Ascendancy at 07:07see stats

Level 30Got a character to level 30.
By Neuq the Dwarf Berserker level 3011st Voratun 123rd year of Ascendancy at 17:43see stats

Level 40Got a character to level 40.
By Neuq the Dwarf Berserker level 405th Loss 123rd year of Ascendancy at 16:40see stats

Level 50Got a character to level 50.
By Neuq the Dwarf Berserker level 508th Gold 124th year of Ascendancy at 11:53see stats

OrcristKilled the leaders of the Orc Pride.
By Neuq the Dwarf Berserker level 4312nd Shortage 123rd year of Ascendancy at 00:37see stats

Race through fireRaced through the fires of the Charred Scar to stop the Sorcerers.
By Neuq the Dwarf Berserker level 4526th Shortage 123rd year of Ascendancy at 03:19see stats

Rescuer of the lostRescued the merchant from the assassin lord.
By Neuq the Dwarf Berserker level 1621st Dearth 122nd year of Ascendancy at 10:46see stats

Size is everythingDo over 1500 damage in one attack
By Neuq the Dwarf Berserker level 4120th Loss 123rd year of Ascendancy at 08:45see stats

Size mattersDo over 600 damage in one attack
By Neuq the Dwarf Berserker level 2013rd Iron 123rd year of Ascendancy at 23:51see stats

SlidersActivated a portal using the Orb of Many Ways.
By Neuq the Dwarf Berserker level 283rd Stralite 123rd year of Ascendancy at 06:43see stats

SquadmateEscaped from Reknor alive with your squadmate Norgan.
By Neuq the Dwarf Berserker level 520th Voratun 122nd year of Ascendancy at 07:23see stats

Tactical masterFought the two Sorcerers without closing any invocation portals.
By Neuq the Dwarf Berserker level 5016th Gold 124th year of Ascendancy at 02:06see stats

That was closeKill your target while having only 1 life left.
By Neuq the Dwarf Berserker level 272nd Stralite 123rd year of Ascendancy at 21:37see stats

The ArenaUnlocked Arena mode.
By Neuq the Dwarf Berserker level 95th Profit 122nd year of Ascendancy at 03:59see stats

The Legend of GarkulLearn the five chapters of the Legend of Garkul.
By Neuq the Dwarf Berserker level 406th Loss 123rd year of Ascendancy at 05:00see stats

The bigger the better!Do over 3000 damage in one attack
By Neuq the Dwarf Berserker level 4840th Steel 124th year of Ascendancy at 01:48see stats

The secret cityDiscovered the truth about mages.
By Neuq the Dwarf Berserker level 1627th Loss 122nd year of Ascendancy at 21:45see stats

There and back againOpened a portal to Maj'Eyal from the Far East.
By Neuq the Dwarf Berserker level 3428th Profit 123rd year of Ascendancy at 14:58see stats

ThrallessFree at least 30 enthralled slaves in the slavers compound.
By Neuq the Dwarf Berserker level 1633rd Dearth 122nd year of Ascendancy at 05:21see stats